Chereads / Junkyard Master / Chapter 2 - System Tutorial (Part 1)

Chapter 2 - System Tutorial (Part 1)

'SYSTEM MENU'

'-STATUS-'

'-SKILLS-'

'-INVENTORY/EQUIPMENT MANAGEMENT-'

'-TECH-'

'-JOURNAL-'

'-RELATIONS-'

'-SUPER NET-'

'-SETTINGS-'

'-HELP-'

'-TUTORIAL-'

"Hmmm, a bit barebones than I might like. Well, the System recommended to access the 'Tutorial' section first to learn more about the System. Okay then. 'Tutorial'.

'WOULD THE USER LIKE TO ACCESS THE 'TUTORIAL' FUNCTION?'

"Yes."

'INITIALIZING TUTORIAL.'

'WELCOME TO THE SYSTEM TUTORIAL. THIS IS DESIGNED TO HELP NEW USERS TO UNDERSTAND AND UTILIZE THE SYSTEM TO THE FULLEST. TO BEGIN, PLEASE USE THE COMMAND 'MENU'.'

"Wait. Why do I have to use the 'Menu' command again?"

'THE 'TUTORIAL' SECTION IS DESIGNED TO BE AS INTERACTIVE AS POSSIBLE. AND NEW USERS ARE HIGHLY ENCOURAGED TO DO THE 'TUTORIAL' BY THEMSELVES, INCREASING IMMERSION AND FAMILIARITY WITH THE SYSTEM'S FUNCTIONS.'

"Okay that's neat. An interactive tutorial. And it replies back."

'THE 'TUTORIAL' IS FULLY INTERACTIVE DUE TO IT BEING RUN BY SYSTEM'S INTEGRATED ASSISTANT A.I. UNIT'

"Wait, you mean I have an A.I. stuck inside my head?"

'AFFIRMATIVE. TO MANAGE THE SYSTEM'S FUNCTIONS, THE SYSTEM INSTALL AN A.I.-POWERED UNIT THAT DOES SO.'

"So, the one I'm talking to is the A.I. 'Unit'?

'AFFIRMATIVE.'

"Huh. Okay then. I can know more about you right?"

'TO LEARN MORE ABOUT THE SYSTEM, INCLUDING ADVANCED FUCNTIONALITIES, ACCES THE 'HELP' FUNCTION.'

'TO CONTINUE THE TUTORIAL, PLEASE USE THE COMMAND 'MENU'.'

"'Menu'."

'SYSTEM MENU'

'-STATUS-'

'-SKILLS-'

'-INVENTORY/EQUIPMENT MANAGEMENT-'

'-TECH-'

'-JOURNAL-'

'-RELATIONS-'

'-SUPER NET-'

'-SETTINGS-'

'-HELP-'

'-TUTORIAL-'

'TUTORIAL PART 1: SYSTEM MENU.'

'THE SYSTEM MENU IS THE MAIN INTEGRAL PART OF THE SYSTEM UNIT ITSELF. EACH CATEGORY CONTROLS AND GIVES SYSTEM ACCESS TO THE USER.'

'PLEASE USE COMMAND 'STATUS' TO CONTINUE.'

"'Status'."

'TUTORIAL PART 2: STATUS.'

'THE 'STATUS' SECTION IS THE MAIN DISPLAY FOR THE USER. IT CONTAINS THE DETAIL OF THE USER'S PARAMETERS AND CAPABILITIES.'

'-STATUS-'

NAME: James Thompson Jr. (The user's name or designation.)

AGE: 17 (The user's age according to the user's native time measurement.)

GENDER: Male (The user's gender, based on the user's biological gender classification. The System does not recognize sexual orientation or identity as gender.)

BLOODLINE: Human (Bloodlines are special genetic lineages. Bloodlines confer bonuses to the user. Can only have one bloodline available unless the bloodlines gained are compatible with each other.)

TITLES: N/A (Titles are special designations, honors, and acclamations received by the users. This confers to the user several benefits and drawbacks, depending on the Title's effects has. There are several types; [Prefix], [Body], [Suffix], and [Constant] effects.)

LEVEL: 1 (The user's level. Every level gained increases the user's Attribute Points,

Skill Points, HP, AP and MP.

HP: 170 (Hit Point. The user's vitality. Reducing this to 0 will fully incapacitate the character until raised to 5% of user's maximum or more. Reducing this even further to a negative of 25% of the user's maximum HP will automatically kill the user.)

AP: 180 (Action Point. The user's endurance. Required to use Physical-based skills.)

MP: 0 (Mana Point. The user's spiritual energy. Required to cast Spirit-Based Skills.) (Unawakened: the user doesn't have any MP accumulated.)

FOUNDATION: 5 (The main building blocks of the user's attributes. This affects the user's beginning attributes and attribute point gain per level. Can be increased by Bloodline and Title bonuses.)

ATTRIBUTES: (The user's main characteristics. This determines a user's basic ability and power level.)

STR: 0 (Strength. Determine the user's physical power. Mainly affects Melee Damage, PHYSICAL Damage and Effects, Thrown Weapon Damage, and Carrying Capacity.)

CON: 0 (Constitution. Determine the user's vitality. Mainly affects HP, HP Regeneration Rate, Physical Damage Reduction, and Carrying Capacity.)

FORT: 0 (Fortitutde. Determine's the user's physical toughness. Mainly affects Physical Resistances from Debuffs such as Poison and Fire, AP, and AP Regen Rate.)

AGI: 0 (Agility. Determines how the fast the user is. Mainly affects Movement Speed, and Attack Rate.)

DEX: 0 (Dexterity.Determines how flexible and adept the user's body is. Mainly affects Dodge Rate, and Accuracy.)

INT: 0 (Intelligence. Determine the user's ability to learn. Mainly affects Experience [EXP] Rate, Ability Learning Rate, and Tech Research Rate.)

WILL: 0 (Willpower. Determine the user's ability to resists mental influences. Mainly affects Mental Defense, PSI Damage and Effects, and Mental Resistances such as Stun and Charm.)

CHA: 0 (Charisma. Detemines how well the user can change another being's perception of him/her. Mainly affects Relation Gain/Loss, and skills such as Trading and Persuasion.)

AWA: 0 (Awareness. Determine the user's ability to analyze the surrounding environment. Mainly affects Detection and Detect-type Abilities.)

AFF: 0 (Affinity. Determine the user's spiritual power and ability to connect to various spiritual energies. Mainly affects SPIRIT Damage and Spell Effects.) (Unawakened: Affinity cannot be increased above 0.)

SPI: 0 (Spirit. Determines the user's pool of spiritual energy and ability to resist damage to the soul. Mainly affects MP, MP Regenaration Rate, and Spirit Defense.) (Unawakened: Spirit cannot be increased above 0.)

RES: 0 (Resilience. Determines the user's ability to resist the effects of most spiritual entities. Mainly affects Spirit Resistances such as Possession, Spirit Pressure, etc.) (Unawakened: Resilience cannot be increased above 0.)

LUK: 10 (Luck. Has many varied affects on the user, mostly based on probability manipulation. Mainly affects Critical Chance, Critical Hit Rate, Drop Rate, and mechanics that are mainly affected by Luck.) (Cannot be increased with Attribute Points.

ATTRIBUTE POINTS AVAILABLE: 5 (Attribute Points available for distribution to any Attribute the user wishes, except Luck. Attribute Points gained depends on the USer's Foundation Level)

STATUS EFFECTS: (Effects which can boost or harm the user.)

BUFFS: (Positive effects that affect the user.)

DEBUFFS: (Negative effects that affect the user.)

"Oh wow, that's a lot to remember."

Jamie then does a double and reads it once more.

"Hey, wait a second! Why are my Attributes all ZERO except for luck? And what does 'Unawakened' means?"

'SYSTEM IS USING A BASELINE BASED ON A THE USER'S BASE SPECIES AVERAGE PARAMETERS. ALL ATTRIBUTES ARE ZEROED OUT TO THIS BASELINE.'

"So that means I don't have zeor strength?"

'AFFIRMATIVE. USER HAS ZERO BONUS STRENGTH AS REGARDS TO THE SPECIES BASE STRENGTH PARAMETER."

"So what is the equivalent of one point increase."

'A ONE POINT INCREASE IN ATTRIBUTE IS EQUIVALENT TO 10% INCREASE COMPARED TO THE BASELINE.'

"Huh, that's great. Got to remember that."

"ALL ITEMS COVERED BY THE 'TUTORIAL' IS ALSO INCLUDED IN THE 'HELP' SECTION. THE 'HELP' SECTION HAS MORE IN-DEPTH COVERAGE OF ALL ASPECTS OF THE SYSTEM. USER IS ENCOURAGED THE 'HELP' SECTION TO EXPAND FURTHER THE USER'S KNOWLEDGE OF THE SYSTEM."

"Okay, that's good to know."

"TO CONTINUE, PLEASE USE THE COMMAND 'SKILLS'."

"'Skills'."

'PART 3: SKILLS'

'SKILLS ARE SPECIAL TALENTS AND ABILITIES THAT THE USER CAN LEARN. THESE SKILLS HAVE MANY EFFECTS, FROM BUFFS THAT CONFER POSITIVE EFFECTS TO THE USER AND OTHERS, COMBAT SKILLS USED TO CAUSE DAMAGE TO THE ENEMY OR THE ENVIRONMENT, AND EVEN DEBUFFS THAT DECREASE THE TARGET'S CAPABILITIES. SKILLS HAVE LEVELS, DETERMINING THE USER'S MASTERY OF SAID SKILLS.'

ACTIVE: (Skills that require a given amount of AP/MP to use. They are then 'activated', unleashing the Skill's effect on the target.)

PASSIVE: (Skills that are always 'active'. This skills does not require an expenditure of AP/MP. These skills are always available to the user.)

SUSTAINED: (Skills that are activated; but once activated, they stay active until deactivated. Instead, these have an upkeep cost - a set amount or percentage of AP/MP that is deducted from the user's maximum AP/MP while the sustained Skill is 'active'. This deducted AP/MP is considered 'reserved' and is not usable until the Sustained Skill is deactivated.)

SKILLS POINTS AVAILABLE: 1 (Skill points are points that can be used to learn new skills or increase a skill's level. Can be increased by Bloodline and Titles bonuses.)

"Hmmm, got to learn about this 'Skill' function.Hey System, does the System include some crafting skills or capabilities."

'AFFIRMATIVE. THE SYSTEM HAS AN EXTENSIVE CRAFTING SUB-SYSTEM INCLUDED IN THE 'SKILL' FUNCTION."

"Hehehehe. Ahahahahaha. MWAHAHAHAHAHAHAHOUCH!!!"

'SYSTEM DETECTED UNUSUAL ACTIVITY IN USER. ACTIVITY IDENTIFIED. SYSTEM ADMINISTERING COUNTERMEASURE.'

'ELECTROSTIMULATION ADMINISTERED. COUNTERMEASURE SUCESSFUL.'

"What the fucking hell is that? I'm on a really good mood then you shocked me!"

'USER'S CONDITION DETRIMENTAL TO CONTINUATION OF 'TUTORIAL'. COUNTERMEASURE APPLIED."

"You fucking shocked me."

'COUNTERMEASURE APPLIED.'

"That's not a fucking countermeasure. You shocked me."

'COUNTERMEASURE DESIGNED TO ENNERVATE USER.'

"You. Fucking. Shocked. Me."

'TO CONTINUE, PLEASE USE THE COMMAND 'TECH'.'

"Really, that's your answer? Stupid System. Fucking shocking me then giving any reason why."

"Fine, let's go on ahead. 'Inventory'."

'PART 5: INVENTORY'

THE 'INVENTORY' FUNCTION PROVIDES THE USER THE ABILITY TO STORE ITEMS IN A SPECIAL POCKET DIMENSION UNIQUE TO THE USER.'

Jamie look at the 'Inventory' nad frowns.

"Really, that's it? Isn't it kind of small? System, why is my inventory this small?"

'THE INVENTORY THE SYSTEM PROVIDE ONLY HAS AN INITIAL SIZE OF 9 CONTAINER UNITS. EACH CONTAINER UNIT CAN ONLY CONTAIN ONE ITEM OR ITEM STACK. THE ITEM MUST HAVE A MAXIMUM VOLUME OF TEN (10) LITERS AND MAXIMUM WEIGHT OF 20 KILOGRAMS. THE ITEM STACK CAN ONLY HAVE A TOTAL OF TEN (10) IDENTICAL ITEMS.'

'INVENTORY CAN BE EXPANDED BY LEARNING INVENTORY-RELATED SKILLS SUCH AS THE 'DEEP POCKETS' SKILL WHICH INCREASES CONTAINER UNIT'S MAXIMUM VOLUME, 'STRONGER POCKETS' WHICH INCREASES CONTAINER UNIT'S MAXIMUM WEIGH, OR 'MORE POCKETS' WHICH INCRREASE THE NUMBER OF CONTAINER UNITS THE INVENTORY HAS.'

"Wait, you mean I have to spend my hard-earned Skill Points to increase my Inventory's capacity?"

'AFFIRMATIVE. AS COMPENSATION, ALL ITEMS PLACED INSIDE THE INVENTORY WILL CONVEY ZERO WEIGHT TO THE USER. ALSO, THE INVENTORY IS MUCH MORE EASILY ACCESSIBLE THAN PHYSICAL CONTAINERS SUCH AS BAGS. AND INVENTORY CONTENTS CAN BE DIRECTLY ACCESSED THROUGH THE HOTKEY INTERFACE.'

"What a waste." Jamie sighs.

"Well at east got something, I guess. Oh, well. Where was I? Right, 'Tech'."

'PART 5: TECH'

'THE 'TECH' SECTION CONTAINS ALL KNOWN, RESEARCHED, AND POTENTIAL TECHNOLOGIES THAT THE USER CAN LEARN AND USE. EVEN MAGITECH AND MAGITEK IS COVERED UNDER THIS SECTION. YOU CAN ONLY RESEARCH A 'TECH' IF YOU MEET THE PREREQUISITES. AND ONLY KNOWN TECHS CAN BE RESEARCHED. ONCE A TECH HAS BEEN RESEARCHED, THE BLUEPRINTS LEARNED CAN THEN BE CRAFTED.'

TECHS KNOWN: (All known Tech. It means that the user know of the Tech but not what the Tech truly is. Like knowing what a cellphone is, but not knowing how the cellphone functions and how it's manufactured.

TECHS RESEARCHED: (All researched Tech. This means that the user knows everything about the Tech. From how it functions and how to manufacture it.)

BLUEPRINTS LEARNED: (All learned blueprints. Blueprints are complete plans on how to craft a specific item. Blueprints can be collected, created from researching TECH, or made by the user. Either by creating a drawing that is acceptable to be converted to a blueprint, or from successfully crafting an item without a blueprint involved.)

TECH UNDER RESEARCH: (The TECH currently being researched.)

RESEARCH TIME UNTIL COMPLETION: (The time remaining before the TECH research is completed. Measured in the user's native time measurement.)

'So it's a Tech Tree. Interesting.'

'THE USER IS PARTIALLY CORRECT IN THIS REGARD. THE 'TECH' SECTION IS AN EXPANDED TECH TREE FEATURE FROM PREVIOUS VERSIONS OF THE SYSTEM.'

'Wait, the SYSTEM has version?'

'SYSTEM IS NOW VERSION 3.117.158-AXCBY. TO LEARN MORE, ACCESS 'VERSION HISTORY' UNDER 'HELP' FUNCTION.'

"Really? Well, I guess I'll read that later."

Jamie then realizes something.

"Hey System. How was it that I'm the only one you can choose to integrate with."

'THE SYSTEM HAS DEEMED THE USER AS HIGHLY-DESIRABLE SPECIMEN DUE TO THE FACT THAT THE USER HAS SURVIVED A TEMPORAL DISPLACEMENT EVENT INITIATED BY AN UNSHIELDED DIMENSIONAL DISPLACEMENT DEVICE RELATIVELY INTACT.'

"What do you mean 'relatively intact'? And what do you mean 'temporal displacement? I traveled on to another dimension, not traveled in time."

'THE USER IS INCORRECT IN THAT ACCOUNT. BASED ON CALCULATIONS, THE USER HAS BEEN TEMPORALLY DISPLACED TWO THOUSAND YEARS FORWARD. THAT IS WHY THE USER IS HIGHLY DESIRABLE. ACHIEVING TEMPORAL DISPLACEMENT WITH AN UNSHIELDED DIMENSIONAL DISPLACEMENT DEVICE.'

Jamie hypervetilates.

"No. No, no, no, no, no, no! No, it's not true. It's not true, is it?

"SYSTEM UNIT REITERATES: USER HAS SURVIVED A TEMPORAL DISPLACEMENT EVENT."

Jamie stares wide-eyed at the blue boxes. Unmoving and unblinking.

"USER IS SUFFERING 'EXISTENCE REALIZATION BREAKDOWN'. USER EXCEEDING ESTABLISHED BASELINE. USER EXCEEDING CONSCIOUSNESS THRESHOLD."

Jamie then collapses and promptly passes out.

"USER IS NOW UNCONSCIOUS. SYSTEM UNIT INITIATING STANDBY MODE. SAVING PROGRESS ON 'TUTORIAL' SECTION. UPDATING BASELINE FOR USER. BASELINE UPDATED. UPLOADING UPDATED USER BASELINE FOR REVIEW."

--------------------------------------------------------------------------------

A Talk Between Two SYSTEM Administrators

"OH DEAR."

"WHAT NOW?"

"YOU KNOW ABOUT THE NEWLY-INTEGRATED USER?"

"THE 'HUMAN'? YES, I KNOW ABOUT HIM."

"IT'S SEEMS HE IS NOW EXPERIENCING 'EXISTENCE REALIZATION BREAKDOWN'."

"OOOH, THAT'S HARSH. SO, WHAT WE GONNA DO ABOUT IT?"

"NOTHING."

"NOTHING?"

"YES. WE'RE FORBIDDEN BY THE SYSTEM ITSELF TO INTERFERE."

"NO INTERFERENCE, GOT IT. YOU KNOW THE REASON WHY?"

"MAYBE. CAN'T BE SURE. MIGHT BE RELATED TO THE QUANTUM WAKE EARLIER."

"REALLY. IT DOES COINCIDE WITH THE 'HUMAN' BEING INTEGRATED INTO THE SYSTEM. IF SO, THEN THIS MIGHT GET REALLY WEIRD REALLY FAST."

"YES, IT WILL."